Study on Virtual Reality Techniques Used in German Teaching

2013 ◽  
Vol 397-400 ◽  
pp. 2701-2704
Author(s):  
Yu Jia

Virtual Reality (VR) by simulation study for multimedia teaching system, which provides the user with a simulation of a real-world environment for users to derive useful knowledge. Virtual Reality direction of research prospects is very large, but the difficulty is very great. In this paper, university network multimedia teaching system implementation, mainly images and multimedia information how to synchronize voice problems, and more due to network dissemination of information arising from end to end demonstrations and presentations jitter problems. Articles for both network multimedia teaching system in the main problems are given to solve the problem of multimedia information synchronization solutions and receive multimedia data buffering strategy.

Author(s):  
H. Azzag ◽  
F. Picarougne ◽  
C. Guinot ◽  
G. Venturini

We present in this chapter a new 3D interactive method for visualizing multimedia data with virtual reality named VRMiner. We consider that an expert in a specific domain has collected a set of examples described with numeric and symbolic attributes but also with sounds, images, videos and Web sites or 3D models, and that this expert wishes to explore these data to understand their structure. We use a 3D stereoscopic display in order to let the expert easily visualize and observe the data. We add to this display contextual information such as texts and small images, voice synthesis and sound. Larger images, videos and Web sites are displayed on a second computer in order to ensure real time display. Navigating through the data is done in a very intuitive and precise way with a 3D sensor that simulates a virtual camera. Interactive requests can be formulated by the expert with a data glove that recognizes the hand gestures. We show how this tool has been successfully applied to several real world applications.


2020 ◽  
Author(s):  
Mary Ann Go ◽  
Jake Rogers ◽  
Giuseppe P. Gava ◽  
Catherine Davey ◽  
Seigfred Prado ◽  
...  

ABSTRACTThe hippocampal place cell system in rodents has provided a major paradigm for the scientific investigation of memory function and dysfunction. Place cells have been observed in area CA1 of the hippocampus of both freely moving animals, and of head-fixed animals navigating in virtual reality environments. However, spatial coding in virtual reality preparations has been observed to be impaired. Here we show that the use of a real-world environment system for head-fixed mice, consisting of a track floating on air, provides some advantages over virtual reality systems for the study of spatial memory. We imaged the hippocampus of head-fixed mice injected with the genetically encoded calcium indicator GCaMP6s while they navigated circularly constrained or open environments on the floating platform. We observed consistent place tuning in a substantial fraction of cells with place fields remapping when animals entered a different environment. When animals re-entered the same environment, place fields typically remapped over a time period of multiple days, faster than in freely moving preparations, but comparable with virtual reality. Spatial information rates were within the range observed in freely moving mice. Manifold analysis indicated that spatial information could be extracted from a low-dimensional subspace of the neural population dynamics. This is the first demonstration of place cells in head-fixed mice navigating on an air-lifted real-world platform, validating its use for the study of brain circuits involved in memory and affected by neurodegenerative disorders.


Author(s):  
Mary Ann Go ◽  
Jake Rogers ◽  
Giuseppe P. Gava ◽  
Catherine E. Davey ◽  
Seigfred Prado ◽  
...  

The hippocampal place cell system in rodents has provided a major paradigm for the scientific investigation of memory function and dysfunction. Place cells have been observed in area CA1 of the hippocampus of both freely moving animals, and of head-fixed animals navigating in virtual reality environments. However, spatial coding in virtual reality preparations has been observed to be impaired. Here we show that the use of a real-world environment system for head-fixed mice, consisting of an air-floating track with proximal cues, provides some advantages over virtual reality systems for the study of spatial memory. We imaged the hippocampus of head-fixed mice injected with the genetically encoded calcium indicator GCaMP6s while they navigated circularly constrained or open environments on the floating platform. We observed consistent place tuning in a substantial fraction of cells despite the absence of distal visual cues. Place fields remapped when animals entered a different environment. When animals re-entered the same environment, place fields typically remapped over a time period of multiple days, faster than in freely moving preparations, but comparable with virtual reality. Spatial information rates were within the range observed in freely moving mice. Manifold analysis indicated that spatial information could be extracted from a low-dimensional subspace of the neural population dynamics. This is the first demonstration of place cells in head-fixed mice navigating on an air-lifted real-world platform, validating its use for the study of brain circuits involved in memory and affected by neurodegenerative disorders.


Author(s):  
Hannah M. Solini ◽  
Ayush Bhargava ◽  
Christopher C. Pagano

It is often questioned whether task performance attained in a virtual environment can be transferred appropriately and accurately to the same task in the real world. With advancements in virtual reality (VR) technology, recent research has focused on individuals’ abilities to transfer calibration achieved in a virtual environment to a real-world environment. Little research, however, has shown whether transfer of calibration from a virtual environment to the real world is similar to transfer of calibration from a virtual environment to another virtual environment. As such, the present study investigated differences in calibration transfer to real-world and virtual environments. In either a real-world or virtual environment, participants completed blind walking estimates before and after experiencing perturbed virtual optic flow via a head-mounted virtual display (HMD). Results showed that individuals calibrated to perturbed virtual optic flow and that this calibration carried over to both real-world and virtual environments in a like manner.


Author(s):  
Anjali Daisy

Augmented reality (AR) refers to the layering of visual information onto a live picture of your physical surroundings, enhancing the real-world environment in real-time. Both Snapchat and Instagram filters are current examples of augmented reality. Since this technology has shown its ability to catch users, more and more brands are using it to engage current and potential customers. In an environment where almost everyone has a Smartphone, augmented reality seems like an obvious next step since there is no need for the additional hardware. It is generally quite straightforward for people to use, and has a great capacity to enhance the effects of marketing.


2008 ◽  
pp. 1557-1572
Author(s):  
H. Azzag ◽  
F. Picarougne ◽  
C. Guinot ◽  
G. Venturini

We present in this chapter a new 3D interactive method for visualizing multimedia data with virtual reality named VRMiner. We consider that an expert in a specific domain has collected a set of examples described with numeric and symbolic attributes but also with sounds, images, videos and Web sites or 3D models, and that this expert wishes to explore these data to understand their structure. We use a 3D stereoscopic display in order to let the expert easily visualize and observe the data. We add to this display contextual information such as texts and small images, voice synthesis and sound. Larger images, videos and Web sites are displayed on a second computer in order to ensure real time display. Navigating through the data is done in a very intuitive and precise way with a 3D sensor that simulates a virtual camera. Interactive requests can be formulated by the expert with a data glove that recognizes the hand gestures. We show how this tool has been successfully applied to several real world applications.


Author(s):  
John Hillman

Augmented reality is fundamentally different from virtual reality: it does not map a real world environment into a digital one as a virtual experience. Instead, it locates both reality and virtual within the same experiential frame. Through it, our interactions with reality are mediated via the fantasy of an augmented experience. Thus, augmented reality supplements what we see with the purpose of trying to maintain our attention. What is most fascinating about augmented reality is how reality itself becomes a part of, rather than distinct from, digital information. It is in this sense that the very notion of seeing is fundamentally challenged. Since when augmented technology is not deployed, what is left is an apparent incompleteness of simply looking. But what are the consequences of confronting this incompleteness? In this article I examine how augmented reality simply renders a structure that has always sustained the visual field. Keywords: augmented reality, gaze, Lacan, looking


i-Perception ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 204166952110239
Author(s):  
Junjun Zhang ◽  
Xiaoyan Yang ◽  
Zhenlan Jin ◽  
Ling Li

The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation in VR. Here, we measured the distance estimation using a bisection (Experiment 1) and a blind-walking (Experiments 2 and 3) method. Participants performed distance judgments in VR, which rendered either virtual indoor or outdoor scenes. Experiments were also carried out in either real-world indoor or outdoor locations. In the bisection experiment, judged distance in virtual outdoor was greater than that in virtual indoor. However, the real-world environment had no impact on distance judgment estimated by bisection. In the blind-walking experiment, judged distance in real-world outdoor was greater than that in real-world indoor. On the other hand, the virtual environment had no impact on distance judgment estimated by blind-walking. Generally, our results suggest that both the virtual and real-world environments have an impact on distance judgment in VR. Especially, the real-world environment where a person is physically located during a VR experience influences the person’s distance estimation in VR.


Author(s):  
Jason A. Parker ◽  
Alexandra D. Kaplan ◽  
William G. Volante ◽  
Julian Abich ◽  
Valerie K. Sims

A virtual reality (VR) training system’s effectiveness is determined by how well the knowledge-and skills-gained in the virtual environment transfers to real-world performance. The purpose of this study was to examine the efficacy of virtual reality training by comparing semantic memorization in congruent (e.g., memorization task in VR and recognition task in VR) versus incongruent environments (e.g., memorization task in VR and recognition task in the real word). In the present study, we semi replicated Godden and Baddeley’s 1980 study on context-dependent recognition memory by using a photorealistic virtual reality environment in place of the underwater, scuba environment. Results revealed participants that learned semantic information in the virtual environment performed highly on the memory recognition task in the material, real-world environment (and vice versa). These findings replicate and extend Godden and Baddeley’s original results and provide evidence for the use of VR training to support semantic-based knowledge transfer.


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